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path: root/editor.cpp
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#include "debugdraw.hpp"
#include "editor.hpp"
#include "model.hpp"
#include "scene.hpp"
#include "ui.hpp"
#include "world.hpp"

static struct {
	UI* ui;
	UI::Toolbar* toolbar;
	UI::Button* mat_btn;
	UI::Modal* mat_win;
	UI::Label* mat_name;
	UI::Slider* metalness_input;
	UI::Slider* roughness_input;
	UI::Slider* ao_input;
	Entity_Id selected;
	Model_Instance* selected_inst;
	int selected_mesh;
} editor;

static int mat_win_handler(UI::Element* e, const UI::Message& m) {
	(void)e;
	if (m.type == UI::Message::Type::destroy) {
		editor.mat_btn->enable();
		editor.mat_win = 0;
	}
	return 0;
}

static void setup_mat_edit() {
	if (editor.selected_inst) {
		Mesh* meshes = editor.selected_inst->m->get_meshes();
		Mesh& msh = meshes[editor.selected_mesh];
		Material* mat = msh.material;
		editor.metalness_input->enable();
		editor.metalness_input->input->set_val(mat->metalness);
		editor.roughness_input->enable();
		editor.roughness_input->input->set_val(mat->roughness);
		editor.ao_input->enable();
		editor.ao_input->input->set_val(mat->ao);
		editor.mat_name->set_text(mat->name);
	} else {
		editor.metalness_input->disable();
		editor.roughness_input->disable();
		editor.ao_input->disable();
		editor.mat_name->set_text("<no material>");
	}
}

static int mat_btn_handler(UI::Element* e, const UI::Message& m) {
	(void)e;
	if (m.type == UI::Message::Type::click) {
		editor.mat_win = editor.ui->create_element<UI::Modal>(
			editor.ui->root,
			"Material Editor"
		);
		int rows[] = { 200, 250, 0 };
		editor.mat_win->handler = mat_win_handler;
		editor.mat_btn->disable();
		editor.mat_name = editor.ui->create_element<UI::Label>(
			editor.mat_win->contents,
			""
		);
		auto container = editor.ui->create_element<UI::Table>(
			editor.mat_win->contents,
			rows
		);

#define bind_mat_float(el, name, point) \
	editor.ui->create_element<UI::Label>( \
		container, \
		name \
	); \
	el = editor.ui->create_element<UI::Slider>( \
		container, \
		0.0f, \
		1.0f \
	); \
	el->input->handler = []( \
		UI::Element* e, \
		const UI::Message& m \
	) { \
		if ( \
			m.type == UI::Message::Type::input_changed && \
			editor.selected_inst \
		) { \
			UI::Float_Input* in = (UI::Float_Input*)e; \
			Mesh* meshes = editor.selected_inst->m->get_meshes(); \
			Mesh& mesh = meshes[editor.selected_mesh]; \
			Material* mat = mesh.material; \
			mat->point = in->val; \
		} \
		return 0; \
	};
		bind_mat_float(
			editor.metalness_input,
			"Metalness",
			metalness
		);
		bind_mat_float(
			editor.roughness_input,
			"Roughness",
			roughness
		);
		bind_mat_float(
			editor.ao_input,
			"Ambient Occlusion",
			ao
		);
#undef bind_mat_float
		setup_mat_edit();
	}
	return 0;
}

void init_editor(UI* ui) {
	editor.ui = ui;
	editor.toolbar = ui->create_element<UI::Toolbar>(ui->root);
	editor.mat_btn = ui->create_element<UI::Button>(
		editor.toolbar,
		"Edit Material"
	);
	editor.mat_win = 0;
	editor.mat_btn->handler = mat_btn_handler;
}

void deinit_editor() {

}

void editor_on_select(World& w, Entity_Id e, int m) {
	if (!editor.ui->hovered) {
		editor.selected = e;
		if (e && w.has<C_Model>(e)) {
			auto& cm = w.get<C_Model>(e);
			editor.selected_inst = cm.i;
			editor.selected_mesh = m;
		} else {
			editor.selected_inst = 0;
			editor.selected_mesh = -1;
		}
		if (editor.mat_win) {
			setup_mat_edit();
		}
	}
}

void editor_draw(Line_Renderer& lr) {
	if (editor.selected_inst) {
		lr.add_box(
			editor.selected_inst->bounds[editor.selected_mesh]
		);
	}
}